Use caution. If nothing had changed regarding facegen, then we could use NifMerge to simply convert the old game's head nifs into head nifs for the new game, but we can't. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". Some assets in this file belong to other authors. But in SSE things are not so easy. - The black head seems to happen no matter what. Install hundreds of mods with the click of a button. The elegant, powerful, and open-source mod manager, Download and manage all your collections within Vortex, Upgrade your account to unlock all media content, To enjoy the benefits of Nexus Mods, please log in or register a new account. However I could do it would be fine, I just need to have a way to actually do it, since currently my only option would be to test it one at a time deleting a single FaceGen file and checking all the NPCs to see if they were affected. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Other than that we can only hope that someone more expreienced than me has a clue. I know it works there with CTRL+F4, but the software is horribly optimized and takes like 10 minutes to load up the main game, update, and DLCs. By the way I wouldn't use a 3rd party tool as a merit for something, especially if it didn't have any updates for more than a year. First, pick one mod that alters NPC faces and use just that one. In my tests, preprocessed FaceGen would load in about 0.2ms per NPC, while generating it could take roughly 30-70ms depending on the NPC. Another trick for spawning multiple NPCs without having to do a bunch of typing, is create a text file in your Skyrim game's data folder with each line corresponding to an NPC in the format "player.placeatme ". Cheers. First, pick one mod that alters NPC faces and use just that one. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. Source code on GitHubThis work is licensed under the MIT License. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. You currently have javascript disabled. If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. I have also created facegen data for that npc via the CK which can be seen here: all of which exists in the KhajiitRace in the base game. Right click. Possible solution if you get dark face. This is a completely new NPC, so there can be no other mods creating conflicts by editing her (no patch mods depending on the .esp). Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Reinstall the conflicting mods. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. First, Identify what mod you want to turn into an esl check to see if it has facegen data it will be located under "meshes\actors\character\FaceGenData\FaceGeom{Whatever the plugin name is}" as loose files or using . NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. Check the last texture entry but one. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). Just made my first weapon in Blender and want to know how to port over to Skyrim. She still has the black face bug in my game. Skyrim: Creation Kit Tutorial - Export FaceGen Data Zylice Liddell 1.93K subscribers Subscribe 331 Share 32K views 7 years ago In my first ever Creation Kit tutorial, I will show you how to. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". Afaik it is just CK putting facegen files in the wrong folder and you need to move those files yourself where they should be (folder named after the master file of NPC record). This specific character had the "BretonRaceVampire" (or BretonVampireRace?) So what am I missing? This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. EasyNPC is a little bit smarter than this - for example, it knows the difference between plugins that edit NPC faces and plugins that edit other aspects of an NPC - but at the present time, these build checks are not . If you're still looking for a solution, this is what I do: go to https://skyrimcommands.com/npcs, and enter in the last 5 digits of the 8 digit code (so, for example, if you wanted to know what NPC was 00017935.nif, type in "17935" and boom - it'll tell you "Storn Crag-Strider"). She is Breton, and BretonRace has no alterations of any kind to it's face data. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. You don't need to include ".txt". if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. Several mods making changes to one and the same NPC can result in a black face. now will not add same npc to console command batch file again and again. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. now definitely will not add same npc to console command batch file again and again. If you're talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. So if there if a way to export FaceGen Data with xEdit I would be glad to know it. 2. I tried to simply swap the layer index numbers referenced by the NPC to the new index numbers found in the modified race hoping that would fix it. Bijin, Better Bards). If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm" In Skyrim Special Editionm when you cange the face of a vanilla NPC the facegen data is generated under two folders: "Skyrim.esm" and "Mod.esp" (where Mod.esp is the name of the mod changing those faces. I like the changes it makes to female NPCs but not the guys, so I want to go into xEdit and get rid of the changes to the guys while keeping what was done to the ladies. Looking into it the source seems to be that the creation kit is physically unable to load all the masters to the patch due to space limitations, so now I'm wondering if there is a way to export facegen data without the use of the creation kit. New: Added some code to detect broken facegen NIF file, New: Can ignore NPC's EDID (suggested by DarthAncalagon), Change: Separate IgnoreLists to another INI file, named DarkFaceIssueReporterIgnore.ini, fixed an issue: can not turn off creating console command batch file, minor changes: removed some unnecessary logs from log file (suggested by Gaznevada), minor changes: added version info to log file (suggested by Gaznevada), Added ui for 'CreateDebugLogFile','CreateConsoleCommandBatchFile','DarkFaceCollectorFilename' options, Added some races(should be ignored) to INI file, minor changes: some logs changed or fixed, added a log to print out headparts in NIF for helping to fix issues, fixed an issue: when close the main menu with 'create DarkFaceCollector option' checked, will still create collector file. now can check records which is not in master file, by selecting them then choose '2. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. * As the facegen data under ModA.esp folder is not the same than the other two, Lydia's face appears either black, or with some lines over her face, or pixelated, or presenting any other graphical glithes! I've seen some opinion that this is the case, but I can't verify yet, because no matter where the facegeom data is saved, the heads are too black to see what the face looks like in game. You will need to seek permission from, You can upload this file to other sites but you must credit me as the creator of the file, You are allowed to modify my files and release bug fixes or improve on the features without permission from or credit to me, You can convert this file to work with other games as long as you credit me as the creator of the file, You are allowed to use the assets in this file without permission or crediting me, Asset use permission in mods/files that are being sold, You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms, Asset use permission in mods/files that earn donation points, You are allowed to earn Donation Points for your mods if they use my assets. Load your current load order. In particular, to the tint assets: And I have another mod (a skyrim npc beautification mod I can't remember the name of atm) that causes this problem for non-vanilla npcs of man and mer races. Complementary tool for all mods that allow character races to have bodies unique to them. Install hundreds of mods with the click of a button. Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. In the right pane, find and select the NPC (s) with broken faces. - You'll get the black head no matter which way you do it, or if you do both. If you want to test multiple NPCs to make sure they look right, download and install the Review Studio mod (and if you don't have it already, SkyUI which includes the mod configuration menu (MCM)). Do you mean that, moving the facegen files generated under the Mod.esp folder to the Skyrim.esm and only packing then the ones under Skyrim.esm will solve the problem? His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. These "missing facegen data" issues are rather rare and very special cases. I've run into this problem too. Any ideas why? It should have been the mod from which the NPC comes. What file exactly did you use to regenerate the facegen data? (Select multiple NPCs by holding down Shift or Ctrl .) SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. Copyright 2023 Robin Scott. If you want all the NPCs in your load order to use the individualized face textures for each race. This worked fine, but I have 1 problem. This mod is opted-in to receive Donation Points. If using MO2 you need to run this and SSEEdit through MO2. So then, patch making time. I opened up my entire current load order at once in SSEEdit to figure out which plugin was the last file to modify that record (note: the Race record, not the Actor record), which in my case was the USSEP plugin. There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. I can think of 2 way to solve this, first is I keep the FaceGen files of the ladies and delete the ones of the men. Copyright 2023 Robin Scott. Valve Corporation. That didn't work either, even after regenerating face data again with the patch: You did a lot of work to provide us with information. In most cases your problem is solved. This means it will work for mods such as VHR - Vanilla Hair Replacer. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. I was able to delete all the changes made to the NPCs in the .esp, but in addition to the main .esp there are texture and mesh files in the main mod data directory and I cant figure out how I can get rid of these. I appreciate the attempt. This will tell you their FormID and the last plugin in your load order that referenced them. Are these NPCs supposed to be normal Khajiits? You want to leave out the first 3 digits, because if the NPC is from a DLC, those first 3 will be "020", "030", or "040" in the FormID, but the .nif and .dds files will still start with "000". Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). Any ideas on how I could fix it? fixed an issue. Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. Remove the DDS files from these directories . I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. I've been trying to fixe some darkface issues with my game and I tracked the source down to my smashed patch, but when I load it into the creation kit to run facegen, it always comes back with an unspecified fatal error. This may be an issue having to do with quads verses triangles, but I'm not sure yet. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit If I can find the FaceGen file associated with the NPC somewhere in xEdit, where would it be? I didnt stop to think that it includes load order like literally everything else does, I guess I should have. NPC appearance overhauls that use custom sculpts and custom textures are safe to use with this mod installed, but if you have a conflict in your load order that breaks those mods, this mod will. Check the box again and the old merges work perfect. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. Again: Regenerating facegen data won't help most of the time - on the contrary: You will most likely screw up your beautiful NPCs UGH misinformation is the worst. :), Press J to jump to the feed. I also opened the face mesh in NifSkope, and it looks fine there. I've attempted to use the Creation Kit to generate facegen data (select actors to regenerate face data for, press CTRL+F4) to no avail.
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